From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 98664] Fragment shader while loop causes geometry corruption
Date: Thu, 17 Nov 2016 15:40:00 +0000
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Date: Thu, 17 Nov 2016 15:39:59 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D98664
Nicolai H=C3=A4hnle changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |NOTOURBUG
Status|NEW |RESOLVED
--- Comment #10 from Nicolai H=C3=A4hnle ---
The geometry shader is incorrect. I guess it works on i965 because the NIR =
path
skips some optimizations that are allowed by the GLSL spec, which has this =
to
say about EmitVertex():
"Emits the current values of output variables to the current
output primitive. On return from this call, the values of
output variables are undefined."
In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.
--=20
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Date: Thu, 17 Nov 2016 15:39:59 +0000
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Nicolai H=C3=A4hnle
changed
bug 98664<=
/a>
What |
Removed |
Added |
Resolution |
---
|
NOTOURBUG
|
Status |
NEW
|
RESOLVED
|
Commen=
t # 10
on bug 98664<=
/a>
from Nicolai H=C3=A4hnle
The geometry shader is incorrect. I guess it works on i965 bec=
ause the NIR path
skips some optimizations that are allowed by the GLSL spec, which has this =
to
say about EmitVertex():
"Emits the current values of output variables to the current
output primitive. On return from this call, the values of
output variables are undefined."
In other words, you need to store outMinEdge / outMaxEdge in temporary
variables.
You are receiving this mail because:
- You are the assignee for the bug.
=
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